So, are AT-ATs going to be useless?

By patrickmahan, in Star Wars: Rebellion

At the start of every battle the Rebel Player can just destroy one with tow cables if they have a speeder.

1. AT-ATs are pretty rare and hard to make. You only get 4 figures and only like 3 planets can make them I think.

2. Speeders are (un)common and plentiful.

3. With movement being such a chore, getting two AT-ATs participating in a single battle is time consuming unless planned ahead of time.

Basically, everytime you enter combat with an AT-AT and the rebel player has a speeder there they're just going to choose tow cables first and you'll be down 4 health worth of units. I know AT-ATs are super tough to kill in original Rebellion but this is overkill imo.

Edited by patrickmahan

I don't believe so. When you use a tactic card, it is discarded and can't be used again until you've played all your other ground tactic cards, which I believe there are 15 of (I may be wrong on the number). So they can't use it every combat.

See below (card from the same news article), there will be other options as well, including healing with dice. Note that Tow Cables deal damage, they do not destroy a unit outright (unlike, for example, Support of the 501st).

sw04-air-superiority.png

Additionally, thanks to Imperial Might you can theoretically drop 4 AT-ATs in a system and move them on the same round. Easier said than done, of course. [edit: ...and depending on full rules.]

By the way, AT-AT is 3 health.

3 hours ago, Rogue3 said:

I don't believe so. When you use a tactic card, it is discarded and can't be used again until you've played all your other ground tactic cards, which I believe there are 15 of (I may be wrong on the number). So they can't use it every combat.

Article implies that ground and space decks will have 8 cards each, i.e. 32 cards in total for both factions. So far we saw only 13 of them in previews.

Edited by Bron Ander Haltern

8 tactic cards that have to be used before being recycled, so they can't throw the card constantly. You also have the ability to cancel their cards. Another card cancels 2 red damage (or 1 if you don't have the new tank) so combined arms gives you the ability to absorb that attack. Dice can remove damage.

On top of that, as an Imp player I tend to max out my AT-ATs without trying, so losing one and having to add it back to the production line wouldn't be the end of the world. Beyond all that, while speeders CAN be more plentiful than AT-ATs, I don't find that they really face off in battle that much. Rarely do Imp players leave AT-ATs behind for defense, and rarely do rebel players leave speeders laying around either. This will add some complexity to the tactics and strategies in the game.

Do you keep rolling with one AT-AT, or should you bring more? Can you survive an assault like that? Do you have the proper units/cards to handle the damage? Will you roll enough damage to negate that card? Are you fighting on multiple fronts where the enemy may be more concerned about the space battle than the ground battle?

On 7/27/2017 at 5:32 AM, Bron Ander Haltern said:

...

sw04-air-superiority.png

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Okay now I am confused.

The TIE Striker has a ground tactics card, but is built with a blue icon (making it a space unit) and in the preview they have a photo of 3 Strikers engaging an X-Wing and a Rebel Transport in space. Anyone know whats going on?

Whats confusing exactly?

It's an example of units that have an effect in both Ground and Space theaters. The TIE Striker is primarily there to fight in space, but can be used via this one tactic card to defend on the ground.

The U-Wing has a similar setup: rolls dice in space, has a special tactic card for ground (as well as a space tactic card , that still focuses on ground troops).

I don't think they've revealed a space tactic card for the Striker, but I wouldn't be surprised if it has both, to show that the TIE Striker is as flexible as the U-Wing.

Edited by phaze
5 hours ago, Jobu said:

Okay now I am confused.

The TIE Striker has a ground tactics card, but is built with a blue icon (making it a space unit) and in the preview they have a photo of 3 Strikers engaging an X-Wing and a Rebel Transport in space. Anyone know whats going on?

It seems that if you have a TIE Striker in Space on that system you can gain benefits for the ground battle, even if that unit doesn't fight on ground. Is like the Escape Plan where you need to have a Transport to use it, but is a ground tactic card:

sw04-escape-plan.png

Right. They're all in the same system, it's not too touch to track.

I actually like having more interplay between theatres. Far more cinematic, in my opinion. I think bombers would be cool at some point, and could choose which theater they'd like to participate in.

Edited by subtrendy2

NICE!!!!

Thanks everyone.

We had this in the base game. If you remember there was this tactics card that allowed orbital bombardement?

On 7/28/2017 at 1:51 PM, subtrendy2 said:

Right. They're all in the same system, it's not too touch to track.

I actually like having more interplay between theatres. Far more cinematic, in my opinion. I think bombers would be cool at some point, and could choose which theater they'd like to participate in.

Now I'm curious if the Y-Wing has a ground combat card.